by timemrick » Sun May 26, 2002 4:57 pm
Thanks again to Kalendraf and author Jeff Quick for posting questions and errata for this adventure long before I could. Your work has greatly simplified my own! (The version of these notes on my own site [see sig for URL] will incorporate those comments, with due credit.)
GENERAL NOTES: DEUS EX MACHINA
Freeport: City of Adventure (FCoA) has no information on the Gods of Trickery (all three parts), Magic, the Sun, Dwarves or Smiths (Part Three). For each god except Trickery, the DM has three options: 1) the god has a minor temple in the Temple District (or elsewhere in the city), 2) no public shrine exists, but one or more clerics reside in town, or 3) Freeport has no temple or cleric for that god. The identity of each god will need to be determined by the DM as appropriate to the campaign, as with all other gods mentioned in this series.
The Trickster God and clerics: Either Chemb's Chaos domain (Part One) or Khorbon's NE alignment (Part Three) must be changed; only if the god's alignment were CE would these both be possible, but then Claret (Part One) could not be AL N. The best solution seems to be making the god CN and Khorbon CE. Domains include Chaos, Luck, and Trickery (and perhaps others, depending on which god the DM chooses). However, if the god is N, give Chemb Luck in place of Chaos, and leave Khorbon as given; however, this does not seem as appropriate for a Trickster God as CN.
FOCUS ON FREEPORT #11: DEUS EX MACHINA, PART ONE: NOTHING IS SACRED
p. 1, Encounter 1: The Heist: See posts by Kalendraf (5/6/2002) and Jeff Quick (5/7/2002) about the Sanctuary error. Another possible solution might be giving Harcourt a potion of Sanctuary, brewed by Claret. However, drinking a potion requires a standard action, and speed is of the essence here.
p. 2, Buildings 1, 2, 3 and 5: See posts by Kalendraf (5/6/2002) and Jeff Quick (5/7/2002).
p. 2, Building 2: The map on p. 3 does not show the weak areas. Distribute several "danger squares" on the map as you see fit.
p. 2, Building 6; Through the Wall: According to FCoA, there is no wall between Drac's End and the Temple District. The Old City's walls are too tall and well-guarded to be appropriate. Either 1) add a wall in the appropriate location, or 2) assume the "wall" is a heavily-built-up part of The Cluster (FCoA, Location 13, p. 51).
Note that the new Temple of Retribution is located across town in Scurvytown (FCoA, Location 45, p. 90). See also the notes for Part Two, below, about the Church's history.
p. 4, Harcourt: He is 6th level, so should have a third feat. Run would an obvious choice!
FOCUS ON FREEPORT #13: DEUS EX MACHINA, PART TWO: FORSAKEN PLACES
p. 1, Encounter 2: The Abandoned Temple: See post by Kalendraf (5/15/2002) about the history of the Church of Retribution. See Hell in Freeport, p. 6, about the Great Raid, and the subsequent decline of the Church.
The Glyphs of Warding on the second-floor windows are not detailed; see PHB, pp. 209-210, for details of that spell. Of the clerics appearing in this adventure, only Claret (Part One) is high enough level to cast this spell so use her caster level (5th). If the DM wants to use the spell option rather than the bast option, possibilities include: 1st--cause fear; 2nd--hold person; 3rd--bestow curse, blindness/deafness, contagion, inflict serious wounds, searing light, summon monster III.
p. 1, What if They Decide It's Not Worth It?: The Godshop (FCoA, Location 49, p. 95) would be ideally suited to this sidetrack.
p. 3, Collapsible Room: See Part Three, Room 24, about the space into which victims will fall.
p. 3, Girallon Room: The girallon would have required Hold Monster to "hold," but that spell is a Law 6 spell and thus doubly unavailable to the Trickster clerics! (And Korzaks Tarm, in Part Three, has no hold spells.) Assume they found some other means to trap the creature in this room.
FOCUS ON FREEPORT #14: DEUS EX MACHINA, PART THREE: THE FACE OF THE TRICKSTER
p. 1, Room Behind the Stairs: The Gnome Illusion Caster can be treated as a CR 1/2 magical trap for XP purposes, if the DM wishes.
pp. 1-2, Planning Room: Note that dispelling Illusory Script also makes the secret message disappear.
p. 2, The Pantries [sidebar]: Familiars do not have a CR; they are considered a class feature of their master (DMG, p. 166).
p. 2, Kitchen: Create Food and Water is Clr3, so only Claret (Part One) can cast it. Heat Metal is Clr2, so a few of the other clerics can also cast it. However, all of the Trickster clerics have better uses for their higher-level spell slots than to create and cook their food.
pp. 2-3, Pantries: Penalties for Clunk's death depend on Whillispur's current XP and his saving throw (see PHB, p. 50). He will only lose a level if his XP is below 10,500 (saved) or 11,000 (failed). If he loses a level, change his stat block (p. 5) as follows: Ill4; HD 4d4+12; hp 16; Fort +2; drop Alchemy, both Knowledge, Concentrate and Spellcraft skills by 1 each; delete one feat [Spell Mastery?]; loses all 3rd-levels spells. His familiar (and related benefits) were part of his original CR, so the party should get full CR 5 experience for him.
p. 3, Worship Chamber: In the first paragraph, it is unclear what kind of "activities" were condemned. The map (p. 2) shows no exterior door; this is probably in the middle of the south exterior wall, below Room 23.
p. 3, Dressing Rooms: The map (p. 2) is missing the door to the western room's chamber pot room.
p. 4, Korzaks' Quarters: See the second floor map (Part Two) for the floor plan of this area; however, only the door at the top of the stairs is marked, and no others.
p. 4, Maze: Note that this room is larger than the second-floor room above it (Part Two, Room 3). Orpen and Druf are beneath Room 3, but far enough away from the doors of that room to avoid the spaces the PCs are likely to collapse first. Regel and the stairs down are below solid ceiling; this means that if the golem (Room 26) is finished and breaks free of the temple, the shortest route to the outside of the temple avoids the cave-in trap. The secret door between the pit and Room 25 (see pp. 5-6) is not mentioned here. Orpen, Regel and Druf should still have complete stat blocks even though they try to avoid close combat. I have worked out the following based on their listed stats:
Orpen and Regel: male and female human Clr3: CR 3; medium-sized humanoid; HD 3d8+6; hp 23, 23; Init -1 (Dex); Spd 20'; AC 14 (-1 Dex, +5 chainmail) (touch 9, flatfooted 14); Atk +4 (1d8+1, masterwork morningstar) or +1 ranged (1d8, light crossbow, 80'); SQ turn undead; AL [N or CN]; SV Fort +5, Ref +0, Will +5; Str 12, Dex 8, Con 14, Int [?], Wis 14, Cha [?].
Skills and Feats: [18 skill points, plus 6x Int modifier; 3 feats, probably including Scribe Scroll and Brew Potion].
Spells Prepared (4/4/3; base DC = 12 + spell level): [choose spells, or use Khorbon's list (p. 5)].
Possessions: masterwork morningstar, light crossbow, 10 bolts, chainmail, wooden holy symbol, 3 Cure Light Wounds scrolls, Blur potion, Levitate potion; (for Orpen, also add bag of marbles).
Druf: male human Rog3: CR 3; medium-sized humanoid; HD 3d6+3; hp 16; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30'; AC 16 (+2 Dex, +4 chain shirt) (touch 12, flatfooted 14); Atk* +3 melee (1d6, masterwork rapier) or +6 ranged (1d6+1, masterwork composite shortbow, 70'); SA sneak attack +2d6; SQ evasion, uncanny dodge (Dex bonus to AC); AL [N or CN]; SV Fort +2, Ref +5, Will +1; Str 10*, Dex 14, Con 12, Int 14, Wis 10, Cha [?].
(* Melee Atk is +2 base, +1 masterwork weapon; if Str 12-13, add +1 to both Atk and Dmg. Ranged Atk is +2 base, +2 Dex, +1 masterwork weapon, +1 Point Blank Shot; damage is +1 for Point Blank Shot.)
Skills and Feats: Disable Device +10, Hide +6*, Listen +6, Move Silently +6*, Search +8, Spot +8 [plus 18 skill points in others skills (these six are at maximum ranks); * Includes -2 armor check penalty]; Improved Initiative, Point Blank Shot, Skill Focus (Disable Device).
Possessions: masterwork rapier, masterwork composite short bow, 20 arrows, chain shirt, 4 Cure Light Wounds potions, Darkvision potion, Neutralize Poison potion.
p. 5, Khorbon: See "General Notes" above about his alignment. He is a 3rd level human, so should have another feat.
p. 5, Whillispur: His "Description" entry breaks off mid-sentence.
p. 6, Casting Room; Wrap Up: See "General Notes" above about the gods mentioned here.